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Messages - Ladios

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10951
Forum Games / Re: War Game 2.0
« on: August 14, 2007, 06:20:23 PM »
I WANT ONE
name it Siliou

may it also be yellow

10952
Modification Help / Re: BLCS
« on: August 14, 2007, 06:06:50 PM »
yeah
can i have a version of team dm so i can edit the whole team menu and spawn and such

10953
Suggestions & Requests / Re: Land Mine
« on: August 14, 2007, 05:21:06 PM »
^what the script is supposed to do
you throw the item as a projectile, when it hits something it spawns the mineRigged item
on collision witht he mine rigged item, its supposed to spawn a projectile wich immeadiatly hits the ground and goes boom

10954
Suggestions & Requests / Re: Land Mine
« on: August 14, 2007, 05:19:00 PM »
BLOODY RANDOM MESSAGE ENTER
D:

Code: [Select]
//mine.cs//////////////////////////////////////////////////////////////////
//please note this is the most advanced script I have done yet, so things//
//might be a bit messy. CAUTION WET FLOOR//////////////////////////////////
//////////////////////////////////////////////////////////////////////////


//audio profiles//


datablock AudioProfile(mineExplosionSound)
{
   filename    = "./sound/jeepExplosion.wav";
   description = AudioClose3d;
   preload = false;
};

datablock AudioProfile(mineFireSound)
{
   filename    = "./sound/SpearFire.wav";
   description = AudioClose3d;
   preload = true;
};



//effects//
datablock ParticleData(mineExplosionParticle)
{
dragCoefficient = 3.0;
windCoefficient = 0.2;
gravityCoefficient = 0.5;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 1200;
lifetimeVarianceMS = 300;
spinSpeed = 10.0;
spinRandomMin = -10.0;
spinRandomMax = 10.0;
useInvAlpha = true;
animateTexture = false;
//framesPerSec = 1;

textureName = "base/data/particles/cloud";

// Interpolation variables
colors[0] = "0.5 0.5 0.5 0.9";
colors[1] = "0.7 0.7 0.7 0.0";
sizes[0] = 7.0;
sizes[1] = 15.0;
times[0] = 0.0;
times[1] = 1.0;
};

datablock ParticleEmitterData(mineExplosionEmitter)
{
   ejectionPeriodMS = 4;
   periodVarianceMS = 0;
   lifeTimeMS    = 21;
   ejectionVelocity = 20;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 40;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "mineExplosionParticle";
};

datablock ParticleData(mineExplosionParticle2)
{
dragCoefficient = 0.1;
windCoefficient = 0.0;
gravityCoefficient = 2.0;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 400;
lifetimeVarianceMS = 500;
spinSpeed = 10.0;
spinRandomMin = -200.0;
spinRandomMax = 200.0;
useInvAlpha = true;
animateTexture = false;
//framesPerSec = 1;

textureName = "base/data/particles/cloud";

// Interpolation variables
colors[0] = "0.7 0.5 0.0 1.0";
colors[1] = "0.0 0.0 0.0 0.0";
sizes[0] = 0.5;
sizes[1] = 0.1;
times[0] = 0.0;
times[1] = 1.0;
};

datablock ParticleEmitterData(mineExplosionEmitter2)
{
   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   lifetimeMS       = 7;
   ejectionVelocity = 7;
   velocityVariance = 5.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "mineExplosionParticle2";
};

datablock ParticleData(mineExplosionParticle3)
{
dragCoefficient = 3.0;
windCoefficient = 0.2;
gravityCoefficient = 2.5;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 1000;
lifetimeVarianceMS = 300;
spinSpeed = 10.0;
spinRandomMin = -10.0;
spinRandomMax = 10.0;
useInvAlpha = true;
animateTexture = false;
//framesPerSec = 1;

textureName = "base/data/particles/chunk";

// Interpolation variables
colors[0] = "0.6 0.4 0.0 0.9";
colors[1] = "0.0 0.0 0.0 0.0";
sizes[0] = 0.4;
sizes[1] = 0.4;
times[0] = 0.0;
times[1] = 1.0;
};

datablock ParticleEmitterData(mineExplosionEmitter3)
{
   ejectionPeriodMS = 7;
   periodVarianceMS = 0;
   lifeTimeMS    = 21;
   ejectionVelocity = 60;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "mineExplosionParticle3";
};

datablock ExplosionData(mineExplosion)
{
   //explosionShape = "";
   lifeTimeMS = 150;

   soundProfile = mineExplosionSound;

   emitter[0] = mineExplosionEmitter;
   emitter[1] = mineExplosionEmitter2;
   emitter[2] = mineExplosionEmitter3;
   //particleDensity = 30;
   //particleRadius = 1.0;

   faceViewer     = true;
   explosionScale = "1 1 1";

   shakeCamera = true;
   camShakeFreq = "7.0 8.0 7.0";
   camShakeAmp = "1.0 1.0 1.0";
   camShakeDuration = 0.5;
   camShakeRadius = 15.0;

   // Dynamic light
   lightStartRadius = 6;
   lightEndRadius = 3;
   lightStartColor = "0.45 0.3 0.1";
   lightEndColor = "0 0 0";

   //impulse
   impulseRadius = 3.5;
   impulseForce = 2000;

   //radius damage
   radiusDamage        = 100;
   damageRadius        = 7.0;
};

//projectiles

datablock ProjectileData(mineProjectile)  //this is the one that is thrown
{
   projectileShapeName = "./shapes/mine.dts";
   directDamage        = 0;
  //impactImpulse    = 1000;
  //verticalImpulse    = 1000;
  //explosion           = ;
  //particleEmitter     = ;

   brickExplosionRadius = 0;
   brickExplosionImpact = false; //destroy a brick if we hit it directly?
   brickExplosionForce  = 20;
   brickExplosionMaxVolume = 200;

   muzzleVelocity      = 20;
   velInheritFactor    = 1;

   armingDelay         = 0;
   lifetime            = 5000;
   fadeDelay           = 4900;
   bounceElasticity    = 0.0;
   bounceFriction      = 1.0;
   isBallistic         = true;
   gravityMod = 1.0;

   hasLight    = false;
   lightRadius = 5.0;
   lightColor  = "0 0 0.5";
};

datablock ProjectileData(mineRiggedProjectile) //This is the one that goes BEWM
{
   projectileShapeName   = "";
   directDamage        = 100;
   //damageRadius           = ;
   impactImpulse    = 1000;
   verticalImpulse    = 1000;
   explosion           = mineExplosion;
   //particleEmitter     = ;

   brickExplosionRadius = 2;
   brickExplosionImpact = true; //destroy a brick if we hit it directly?
   brickExplosionForce  = 10;
   brickExplosionMaxVolume = 20;
   brickExplosionMaxVolumeFloating = 40;

   muzzleVelocity      = 20;
   velInheritFactor    = 1;

   armingDelay         = 0;
   lifetime            = 5000;
   fadeDelay           = 4900;
   bounceElasticity    = 0.0;
   bounceFriction      = 1.0;
   isBallistic         = true;
   gravityMod = 1.0;

   hasLight    = true;
   lightRadius = 5.0;
   lightColor  = "1 0.75 0 1";
};

//////////
// item //
//////////
datablock ItemData(mineItem) //the one to be picked up
{
category = "Item";  // Mission editor category
className = "Item"; // For inventory system, but it already is recognized as an item

// Basic Item Properties
shapeFile = "./shapes/mine.dts";
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;

//gui stuff
uiName = "Mine";
iconName = "./ItemIcons/mine";
doColorShift = false;
colorShiftColor = "0.400 0.196 0 1.000";

// Dynamic properties defined by the scripts
image = mineImage;
canDrop = true;
};

//rigged mine item//

datablock ItemData(mineRigged)
{
catergory = "Item";
//className = " "; //ignored again

shapefile = "./shapes/mineRigged.dts";
mass = 1;
density = 0.2;
friction = 0.6;
emap = true
doColorShift = false //the item is different in order to be flat and red, so this is not needed, thoughg in game it would appear as if it were used
image = mineRiggedImage;
canDrop = true;
};

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(mineImage)
{
   // Basic Item properties
   shapeFile = "./shapes/mine.dts";
   emap = true;

   // Specify mount point & offset for 3rd person, and eye offset
   // for first person rendering.
   mountPoint = 0;
   offset = "-0.025 0.05 0";
   //eyeOffset = "0.1 0.2 -0.55";

   // When firing from a point offset from the eye, muzzle correction
   // will adjust the muzzle vector to point to the eye LOS point.
   // Since this weapon doesn't actually fire from the muzzle point,
   // we need to turn this off. 
   correctMuzzleVector = true;

   // Add the WeaponImage namespace as a parent, WeaponImage namespace
   // provides some hooks into the inventory system.
   className = "WeaponImage";

   // Projectile && Ammo.
   item = mineItem;
   ammo = " ";
   projectile = mineProjectile;
   projectileType = Projectile;


   //melee particles shoot from eye node for consistancy
   melee = false;
   //raise your arm up or not
   armReady = true;


   doColorShift = false;
   colorShiftColor = "0.000 0.50 0 0.000";

   // Images have a state system which controls how the animations
   // are run, which sounds are played, script callbacks, etc. This
   // state system is downloaded to the client so that clients can
   // predict state changes and animate accordingly.  The following
   // system supports basic ready->fire->reload transitions as
   // well as a no-ammo->dryfire idle state.

   // Initial start up state
stateName[0] = "Activate";
stateTimeoutValue[0] = 0.1;
stateTransitionOnTimeout[0] = "Ready";
stateSequence[0] = "ready";
stateSound[0] = weaponSwitchSound;

stateName[1] = "Ready";
stateTransitionOnTriggerDown[1] = "Charge";
stateAllowImageChange[1] = true;

stateName[2]                    = "Charge";
stateTransitionOnTimeout[2] = "Armed";
stateTimeoutValue[2]            = 0.8;
stateWaitForTimeout[2] = false;
stateTransitionOnTriggerUp[2] = "AbortCharge";
stateScript[2]                  = "onCharge";
stateAllowImageChange[2]        = false;

stateName[3] = "AbortCharge";
stateTransitionOnTimeout[3] = "Ready";
stateTimeoutValue[3] = 0.3;
stateWaitForTimeout[3] = true;
stateScript[3] = "onAbortCharge";
stateAllowImageChange[3] = false;

stateName[4] = "Armed";
stateTransitionOnTriggerUp[4] = "Fire";
stateAllowImageChange[4] = false;

stateName[5] = "Fire";
stateTransitionOnTimeout[5] = "Ready";
stateTimeoutValue[5] = 0.5;
stateFire[5] = true;
stateSequence[5] = "fire";
stateScript[5] = "onFire";
stateWaitForTimeout[5] = true;
stateAllowImageChange[5] = false;
stateEjectShell[5]            = true;
stateSound[5] = MineFireSound;
};

//Rigged mine image// not much detail into this because the second you pick it up you go bewm anyways

datablock shapeBaseDataImage(MineRiggedImage)
{
ShapeFile = "./shapes/mineRigged.dts";
emap = true;
mountPoint = 0;
offSet = "-0.17 0.17 -0.07";
rotation = eulerToMatrix("-90 90 0);
eyeoffset = "0.7 1.2 -0.15"
eyeRotation = eulerToMatrix(90 -90 0);
doColorShift = false
CorrectMuzzleVector = false
className = "WeaponImage";
item = MineRigged
melee = true;
armReady = true;
stateName[0] = "Activate";
StateTimeoutValue[0] = 0.5;
StateTransitionOnTimeout[0] = "Ready";
stateName[1] = "Ready";
StateNameOnTriggerDown[1] = "Fire";
AllowImageChange[1] = true;
StateName[2] = "Fire";
stateTransitionTriggerUp[2] = "Ready";
StateScript[2] = "onFire";
};

function mineImage::onCharge(%this, %obj, %slot)
{
%obj.playthread(2, spearReady);
}

function mineImage::onAbortCharge(%this, %obj, %slot)
{
%obj.playthread(2, root);
}

function mineImage::onFire(%this, %obj, %slot)
{
%obj.playthread(2, spearThrow);
Parent::onFire(%this, %obj, %slot);
}

//this is where it gets fancy

function mineProjectile::onCollision(%this,%obj,%col,%fade,%pos,%normal)
{
%col.getTransform(); //gets postition and below sets them to the variables
{
%position = %col.getTransform

%item = new Item()
{
datablock = "mineItem";
static = 1;
position = %position;
Rotation = "1 0 0 0";
scale = "1 1 1"
};

%col.item = %item; //makes the thing go away if the brick it is on does? I dotn really know what it does
}
}

function mineRigged::onCollision(%sourceObject,%pos,%damageType,%col)
{
%col.getTransform();
{
%x = getWord(%col.getWorldBoxCenter(),0);
%y = getWord(%col.getWorldBoxCenter(),1);
%z = getWord(%col.getWorldBoxCenter(),2);

new Projectile()
{
dataBlock        = "MineRiggedProjectile";
initialPosition  = (%x SPC %y SPC %z + 0.5);
initialVelocity  = "0 0 -500";
};
}
}
function deletethis(%delete)
{
%delete.delete();
}
my problem is in when you pick up the weapon, and switch to it in inventory, it doesnt appear, it only stays as the last wep selected, like the item only takes up a spot in the inventory

10955
Suggestions & Requests / Re: Land Mine
« on: August 14, 2007, 05:17:03 PM »
im working on it
the problem is on collision with the spawned object doesnt work i dont think...
whatever
here is my broken script,
if any yall wanna try and fix it it would be cool

10956
Suggestions & Requests / Re: Girl Avatars
« on: August 14, 2007, 05:15:24 PM »
b-land
block-land

10957
Modification Help / Re: BLCS
« on: August 14, 2007, 03:24:07 PM »
really? I don't remeber a 'chideo' city in HL2. I remember city 17...no chideo.
no chideo was my own idea
the whole fact that you battle your way through corridor style levels like in HL2 is how its alike

id love to have you onboard vert


21/2 NEW GAME MODE IDEAS

-Capture the Flag
=Flag spawned and whoever gets flag to their spawn wins or alternativly, whichever team is in control of flag when timer is up wins

-Reverse Capture the Flag (the half an idea)
=Bomb or something spawns and both teams try to get the bomb and bring it to the enemy base

-Collection Game
=Basically a scavenger hunt thing where the two teams compete to find more "files" or whatever than the other team,
==if a player dies, his collected files are dropped
==files will also be a special spawn item just as the flag is
==when the time is up, or all files collected, the team with more wins

-Both of these ideas require a new idea of special spawn bricks that will spawn flags or files depending on the game mode or what the builder chooses

And a random note that to spruce thigns up, it is completely possible to do a joint game mode
such as a bombing and hostage rescue mix, where CTs try to bring hostages to rescue point while Ts are trying to bring the bomb to the rescue point to destroy it

10958
Suggestions & Requests / Re: koden songs please
« on: August 14, 2007, 11:59:14 AM »
yours

10959
Forum Games / Re: War game!
« on: August 14, 2007, 11:58:18 AM »
I want 3 please
orange
Cayona

10960
Modification Help / Re: BLCS
« on: August 14, 2007, 11:53:15 AM »
Can we make a HL2 ripoff next? I think it would be fun to blocko versions of the maps, the striders and make the decals for combine and stuff.

Good luck with CS thing
my chideo city is supposed to be a HL2 style thing

10961
Gallery / Re: Dios' Castle
« on: August 14, 2007, 03:00:29 AM »
original
and thats hard for a castle build i love most of all that it isnt jsut one big box with one tower in the center
ima give this 8.75/10

10962
Gallery / Re: SNOT HOUSE
« on: August 14, 2007, 02:54:18 AM »
no
your an-house is dead
say that like borat

10963
Clan Discussion / Re: Clan USB
« on: August 14, 2007, 02:51:46 AM »
skipper ID 1458

and in other news i dont plan on going randomly afk after all

10964
Drama / Re: I thought of something kinda creepy and sad...
« on: August 14, 2007, 02:50:04 AM »
after all the stuff me koden and our dad went through im jsut glad to be alive
adn thigns are good :D

10965
Modification Help / Re: BLCS
« on: August 14, 2007, 02:40:00 AM »
im gonna wait for zombie mod first to be released so i can see the manner of which a full-on mod will be like

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